[Freeciv-tickets] [freeciv] #43251: Chained upgrades lead to actionenabler inconsistency

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Sat Feb 5 05:08:21 JST 2022


#43251: Chained upgrades lead to actionenabler inconsistency

  Open Date: 2021-11-20 12:59
Last Update: 2022-02-04 20:08

URL for this Ticket:
    https://osdn.net//projects/freeciv/ticket/43251
RSS feed for this Ticket:
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Last Changes/Comment on this Ticket:
2022-02-04 20:08 Updated by: ec429

Comment:

Regarding the A -> B -> C -> D case, I envisaged the user would do a single upgrade action, the game would figure out it could get as far as C, *then* calculate the price of that A -> C upgrade and perform it as a single step.  So that for purposes of upgrades, it would be as though C had obsolete_by = "None".

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Ticket Status:

      Reporter: ec429
         Owner: (None)
          Type: Bugs
        Status: Open
      Priority: 5 - Medium
     MileStone: (None)
     Component: (None)
      Severity: 5 - Medium
    Resolution: None
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Ticket details:

In my ruleset, I have a NoUpgrade flag that controls the Upgrade action, so that some units can be obsoleted (to declutter the build list) without being able to be upgraded (which e.g. in some cases bypasses an impr_req on the new unit).
[actionenabler_upgrade_unit]
action = "Upgrade Unit"
actor_reqs    =
    { "type",    "name",       "range", "present"
      "DiplRel", "Foreign",    "Local", FALSE
      "UnitFlag", "NoUpgrade", "Local", FALSE
    }
However, if I have three units X → Y → Z (where → represents obsolete_by), and Y has the NoUpgrade flag, an X can still be directly upgraded to Z; I don't see any way to work around this.
In my opinion, the Upgrade Unit action should check that the entire chain of obsolete_by would all pass the actionenabler individually (and if not, upgrade to the point where it fails, so that e.g. X can still upgrade to Y after inventing Z), rather than just looking at the endpoints.

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